initialize:
NxDevice m_Device; // is nvn::Device child class
NxQueue m_Queue; //is nvn::Queue child class
nvn::Window* m_pWindow;
nvn::Sync m_DisplaySync;
m_DisplaySync.Initialize(&m_Device);
scenebegin:
m_pWindow->AcquireTexture(&m_DisplaySync, &(GetPerFrameBuffer().m_bufferIndex));
sceneend:
m_DisplaySync.Wait(NVN_WAIT_TIMEOUT_MAXIMUM);
deconstruct:
m_DisplaySync.Finalize();